public ESoulWarrior_DeathState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public EBelfly_DeathState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Enermy_Belfly enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public BFailedChampion_DeathState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public EGreatHuskSentry_DeathState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Enermy_GreatHuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public E1_DeathState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Enemy1 enemy) : base(etity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public ESlobberingHusk_DeathState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public DeathState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_DeathState stateData) : base(etity, stateMachine, animBoolName) { this.stateData = stateData; }